IRC logs for #openttd on OFTC at 2019-02-26
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00:22:46 <planetmaker> my trains wait relatively long. Station in question is Diemelrode Meadows.
00:24:50 <planetmaker> anyway... good night :)
00:48:45 <FLHerne> LordAro: /ignore doesn't take long
00:51:42 <LordAro> FLHerne: i dislike incomplete output
00:52:11 <LordAro> besides, the linux failure messages on azure are genuinely a mess and hard to understand
01:21:02 <Samu> i just won't have a reliable way to reproduce the bug though
01:43:42 <Samu> is it possible for towns that generated with 0 population to have bridges?
02:02:52 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
02:15:58 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7282: Fix #7274 #7043: Don't remove bridges when generating towns with 0 population https://git.io/fhbpT
02:17:01 <Beerbelott> Waaaah, I'm getting stuck on something soooo minor
02:17:29 <Beerbelott> I'm trying to test changes to the codebase on a dedicated server binary w/ a stable 1.8.0 client
02:18:26 <Eddi|zuHause> you cannot connect to changed servers with a stable binary
02:18:30 <Beerbelott> I'm getting stck on the rev.cpp.in file which is way different between 1.8.0 & master, and ofc injection of (modified) .ottdrev does not work
02:19:01 <Beerbelott> What would be the values in that if 1.8.0 was on master?
02:19:08 <Samu> commit checker wants commas
02:19:58 <Eddi|zuHause> you must make your client from the same git revision as the server
02:20:14 <Beerbelott> I just need to inject a proper .ottdrev server-side
02:20:25 <Beerbelott> I am getting stuck on the awaited format
02:20:26 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7282: Fix #7274 #7043: Don't remove bridges when generating towns with 0 population https://git.io/fhbpT
02:21:32 <Eddi|zuHause> this will never work
02:24:22 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7282: Fix #7274 #7043: Don't remove bridges when generating towns with 0 population https://git.io/fhbpT
02:25:22 <Samu> don't tell me it also wants a period at the end of the line
02:42:36 <Beerbelott> Eddi|zuHause: Well yeah u were right, I was able to hack in my way w/ a nightly release
02:43:10 <Beerbelott> but ofc newly introduced commands do not pass validation client-side... I'll have to properly compile a corresponding client...
02:43:49 <glx> client and server must be the exact same version
02:44:34 <nnyby> Beerbelott: it's pretty easy to compile the stable version: git checkout 1.8.0
02:45:15 <Beerbelott> Nah I introduced changes on top the master branch (no point in introducing stuff on top of an old release)
02:45:39 <Beerbelott> I just needed to connect to my test dedicated server to test those features, so that'll be the other way 'round
02:45:51 <Beerbelott> basically I need to compile a client, whatever versio nanyway
02:46:18 <Beerbelott> I wanted to avoid the pain of doing that winbooze thing.....
02:46:43 <nnyby> ohh ur on windows. that changes everything good luck :P
02:46:51 <Beerbelott> for the client side yeah
02:47:22 <Beerbelott> the server side is GNU/Linux, conveniently being built/tested in a container
02:47:48 <Beerbelott> A world of pain awaits me... Well, that'll be for tomorrow
02:48:11 <Beerbelott> I could try that in a VM
02:48:20 <Beerbelott> well anyway thx for the tips c ya 'round
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04:08:05 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
04:10:22 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbhG
04:18:30 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
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07:49:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation. https://git.io/fhNeR
08:23:02 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7043: Disconnected towns during world generation https://git.io/fhNvI
08:34:12 <DorpsGek_II> [OpenTTD/website] andythenorth commented on issue #61: Does the website have a multilingual plan? https://git.io/fhNvm
08:48:49 <peter1138> I have an idea though.
08:54:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7043: Disconnected towns during world generation https://git.io/fhNvz
09:24:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7282: Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population https://git.io/fhNvb
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10:06:02 <andythenorth> nmlc 16 cargos then
10:06:25 <andythenorth> there's a patch from Eddi that makes old grfs compile
10:06:39 <andythenorth> not sure if we're breaking old nml grfs or not, there's no maintainer :P
10:06:54 <andythenorth> everything else works so far, testing not complete :P
10:07:23 <andythenorth> the feature is in the OpenTTD betas, but we have no test grfs, so eh
10:07:28 <andythenorth> does it even work? :P
10:07:44 <peter1138> Does that mean it's lunch time?
10:07:44 <andythenorth> to be fair, nielsm did make test grfs with nfo
10:07:52 <andythenorth> nearly lunch time
10:08:25 <andythenorth> NotDisasters next then?
10:09:00 <andythenorth> does OpenTTD have recessions in one of the weird economy settings?
10:09:28 <peter1138> They used to exist.
10:36:30 <andythenorth> I think they're nerfed by newgrf
10:36:49 <andythenorth> I wondered about disasters that drop the freight rates, rather than the production
10:37:03 * andythenorth has a whole other idea about varying freight rates by map region
10:37:15 <andythenorth> how much extra map storage do we have now? :P
10:49:15 <andythenorth> store payment rates in towns, all would be fine
10:49:27 <andythenorth> use some kind of algorithm to adjust it by tile :P
10:49:35 <andythenorth> we're well into all that these days :P
10:59:53 <peter1138> Hmm, subsidies for intra-town services would be nice.
11:00:49 <peter1138> Long-term subsidies that depend on some rating.
11:13:38 <Eddi|zuHause> if only ratings were useful
11:20:15 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation. https://git.io/fhNJ1
11:20:27 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7281: Group selection not enabled in livery window when creating first group https://git.io/fhbbZ
11:20:28 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation. https://git.io/fhNeR
11:31:34 <peter1138> Eddi|zuHause, that's why I didn't specify a particular one :-)
11:33:59 <Eddi|zuHause> i could imagine something like "who transports the most passengers in 1 year gets 10 years exclusive rights to local passengers"
11:35:06 <Eddi|zuHause> no idea if that would help anything :p
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11:52:03 <andythenorth> I think experimenting is good!
11:54:58 <andythenorth> stuff that requires playing whole games through is hard to just experiment with eh?
11:59:26 <Eddi|zuHause> well, you have to think about which playstyle gets helped/harmed by this, like: singleplayer, competitive PvE (e.g. citybuilder), competitive PvP or cooperative
12:03:35 <_dp_> Eddi|zuHause, just add an option :p
12:14:54 <planetmaker> peter1138, I think that's totally fine to leave to game scripts. They already provide solutions to that exact problem
12:16:33 <peter1138> I don't know if the mechanics of subsidies allow for same src and dst.
12:16:45 <planetmaker> <andythenorth> not sure if we're breaking old nml grfs or not <-- that's fine. The NewGRFs would just need to adjust the code of their production callbacks. Existing NewGRFs are not harmed by that
12:18:41 <planetmaker> via GS you can probably do exactly that
12:19:22 <planetmaker> they can track deliveries to stations as well as pickup as well as ratings. And award money based on those measurements
12:19:48 <Eddi|zuHause> i'm not sure they have enough tools for that
12:24:28 <planetmaker> I'm pretty sure they do. They can even create subsidies
12:27:04 <planetmaker> maybe subsidies could gain a duration and a payment factor (linear in cargo) and a flat bonus (payed monthly or annually, if route is honoured)
12:27:29 <planetmaker> these could then be used by GS to vary the subsidy system more
12:28:41 <peter1138> Cargo-dist complicates it all of course.
12:28:53 <peter1138> Such that subsidies don't ever appear with cargo-dist on :(
12:30:11 <Eddi|zuHause> planetmaker: just because there are tools that have the right name doesn't mean they're the right tools
12:31:47 <FLHerne> The problem with GSes is still that there's only one of them :-/
12:33:13 <FLHerne> "you can do that with a GS" is an answer to a lot of gameplay things, but you can't fix them all at the same time without some custom megaGS
12:51:25 <andythenorth> GS is the answer to almost nothing
12:51:42 <andythenorth> it's given as an answer, but the lack of viable GS shows it doesn't work
12:55:01 <andythenorth> probably just rewrite all the modding APIs tbh
13:00:54 <andythenorth> oof no bundles for FIRS now :P
13:01:14 <andythenorth> can't show new cargoflow graphs for v4
13:14:28 <planetmaker> I think switching your main repo to github for firs was premature
13:15:32 <Eddi|zuHause> surely it must be a config option for devzone to pull from a git repo?
13:16:11 <Eddi|zuHause> maybe not for build on push, but at least for nightlies?
13:16:15 <planetmaker> you can pull from any... You "just" need to adopt the complete CI process
13:16:58 <andythenorth> can't have 2 repos :)
13:16:58 <planetmaker> add triggers, add version detection, change source origin
13:17:15 <planetmaker> andythenorth, that's what I mean with premature
13:17:34 <andythenorth> there's never a right time to change things
13:17:41 <peter1138> Switching from hg to git was never premature.
13:17:58 <planetmaker> yes. It was never the right choice ;)
13:19:09 <Eddi|zuHause> planetmaker: surely the triggers can wait if you're skipping build on push for now, and source origin should be trivial, so that only means version detection might need some work, and that should not prevent the build process?
13:30:01 <peter1138> hg was never the right choice, indeed.
13:30:37 <planetmaker> git is quite baroque. Needlessly so
13:31:24 <andythenorth> oof, consolidating the Port and Bulk Terminal makes a big mess of cargoflow
13:31:38 <andythenorth> and the main point of FIRS design is to produce nice diagrams :P
13:31:43 <planetmaker> it does everything one wants. If you jump over many stones and through many loops on your way
13:32:08 <planetmaker> andythenorth, there's a FIRS/iron horse test server with beta3 ;)
13:32:40 <andythenorth> oof I'd have to get a nightly build from somewhere
13:32:45 <planetmaker> we already had a desync :P
13:32:52 <planetmaker> you need to get beta3 build
13:33:45 <andythenorth> wow the fonts are all fucked up in beta3 eh :)
13:34:20 <peter1138> Or don't change the font zoom.
13:34:33 <peter1138> Urgh, 12:34 and nearly eaten all my luncH :/
13:34:36 <andythenorth> lol missing grfs: Iron Horse, FIRS 3
13:34:43 <andythenorth> lunch was ages ago
13:34:55 <andythenorth> I never have any of my grfs installed
13:34:56 <planetmaker> lunch was over... 90 minutes ago
13:35:07 <Eddi|zuHause> i should have lunch
13:35:11 <peter1138> Missing GRFs, all of them.
13:35:19 <andythenorth> ow small fonts are small
13:35:38 <peter1138> andythenorth, you can set it to double, just restart the game.
13:35:51 * andythenorth looking at the livery choices
13:36:03 <peter1138> OpenGFX small font is terrible, original TTD is far more readable.
13:36:24 <peter1138> Ignoring the fact it's 5 pixels high.
13:36:42 <andythenorth> reid makes interesting train choices
13:37:28 <planetmaker> what I wondered yesterday: the break wagons are just for looks, are they?
13:37:57 <peter1138> What where the repo issues converting from hg to git?
13:38:06 <peter1138> I saw something about a corrupt repo?
13:38:32 <andythenorth> eints made some invalid commits
13:38:43 <andythenorth> frosch manually removed them somehow
13:38:44 <planetmaker> oh, another thing which needs adoption
13:39:09 <andythenorth> also yes, cabooses are just for looks
13:39:16 <andythenorth> I considered giving them some gameplay reason, but nah
13:39:33 <andythenorth> oh its FIRS Temperate Basic
13:39:39 <andythenorth> I'm rekking that at the moment
13:39:48 <planetmaker> basically it's all defaults
13:40:02 <andythenorth> oof, all those ports in closed lakes
13:40:13 <planetmaker> didn't bother to configure much beyond choice of newgrfs and climate / map settings
13:40:19 <andythenorth> I always generate new maps until I get lakes without ports etc
13:40:34 <planetmaker> most ports and fishing grounds spawned during gameplay
13:40:38 <planetmaker> at least fishing grounds
13:40:53 <andythenorth> newgrf property 'this water is contiguous with the map edge'
13:41:06 <peter1138> What's an invalid commit?
13:41:13 <_dp_> hm, is it just me or beta3 is kinda laggy... up to 500 ms on rendering
13:41:40 <planetmaker> worked fine for me yesterday
13:41:41 <peter1138> That seems to be just you.
13:41:50 <planetmaker> and this morning, too
13:42:37 <_dp_> yeah, I'll try with 1.8, mb I just have too much shit in background
13:44:31 <_dp_> oh, and +91.0°C on cpu... guess it's time to change thermal paste again
13:44:42 <_dp_> or just finish building a new pc finally xD
13:45:14 <LordAro> "change thermal paste"
13:45:25 <LordAro> maybe if you use toothpaste...
13:45:46 <planetmaker> indeed it does degrade, though
13:47:27 <_dp_> dunno what's wrong with my laptop but I have to change it like every 6 months
13:51:09 <planetmaker> insufficient cooling solution in general
13:52:21 <Eddi|zuHause> i wouldn't think the thermal paste would be the main problem here
14:04:33 <_dp_> hm, it's not beta, it's just something about that coop game that makes it lag so much
14:05:41 <Xaroth> 91C sounds more like you need a better cooling setup, not just better thermal paste.
14:05:45 <peter1138> dbg: [sprite] Tried to load character sprite #8 as a recolour sprite. Probable cause: NewGRF interference
14:06:01 <peter1138> I wonder if we know which NewGRF did it? :p
14:06:09 <_dp_> peter1138, it's not that large, and I tried other saves that are quite large as well
14:06:27 <peter1138> I guess not, otherwise we would already show it.
14:06:48 <peter1138> It's larger than default, so it's large :p
14:06:52 <_dp_> Xaroth, it's a laptop, can't do much about cooling
14:07:19 <Eddi|zuHause> water cooled laptop
14:09:08 <_dp_> Eddi|zuHause, pff... even for the new pc I went for air cooling :p
14:09:34 <_dp_> that air cooler is probably larger that my entire laptop though xD
14:10:08 <peter1138> My NH-D15 works well ;)
14:10:44 <Eddi|zuHause> i've never actually looked into watercooling, but i could imagine it might work better in some space restricted setups
14:10:47 <_dp_> peter1138, yeah, I bought be quiet just because it's black
14:11:00 <_dp_> peter1138, and it was the only cooler my local store had xD
14:11:46 <peter1138> Eddi|zuHause, it's trendy but with the off-the-shelf closed-loop coolers there's not a lot of benefit.
14:12:06 <peter1138> The inside of my case would be a bit empty... but what else would I put in there? heh
14:12:44 <_dp_> well, you can't really stick a proper air cooler in some cases
14:12:53 <_dp_> but not an issue for something like mid tower ofc
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14:19:21 <Beerbelott> If I want to do a PR by separating individual features of a global on in separate commits, how can I make sure the PR contains 2 separate commits? Is making a PR w/ a coebase diverging by these 2 commits enough?
14:29:18 <nnyby> ... can't you just make two commits? the question doesn't really make sense
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15:05:04 <planetmaker> Beerbelott, a pull-request can consist of as many commits as you like
15:05:42 <planetmaker> Beerbelott, however, if you develop different features, then it makes very much sense, to make separate PR for them. Each based on clean master
15:06:02 <planetmaker> (unless they absolutely depend on eachother of course)
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15:29:57 <andythenorth> oof I assumed cdist in that coop server :P
15:30:04 <andythenorth> my network is all wrong :P
15:30:12 <peter1138> I knew it wasn't, but still built like it.
15:30:30 <peter1138> I just cba building long routes or setting up transfers.
15:30:50 <andythenorth> I built long routes expecting automatic feeding :P
15:30:53 <andythenorth> now I am screwed
15:31:15 <peter1138> Well you can set unload & leave empty.
15:32:10 <andythenorth> cdist preference per company? :P
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15:40:40 <planetmaker> peter1138, andythenorth can I invite you to make a short list of preferred settings/parameters and also NewGRF, if you like, which would make a good gameplay in your eyes?
15:40:57 <andythenorth> it's hard setting up servers eh :)
15:41:21 <planetmaker> I'm thinking about gathering / creating a few 'template' settings to offer different things
15:41:37 <planetmaker> Currently the server runs somewhat on my preferred settings
15:42:25 <Samu> it asserted rather quickly
15:43:03 <planetmaker> one thing I missed was 'vehicles never expire' ;)
15:48:03 <Samu> how can a town with 160 houses have a population of 0?
15:54:43 <peter1138> Samu, in town_cmd.cpp in the function GrowTownWithBridge()
15:54:58 <peter1138> I added "if (t->population == 0) return false;" ... first line of the function.
15:55:32 <peter1138> Samu, that should guarantee a town with population 0 has no bridges (at least, during mapgen)
15:55:45 <peter1138> It's perfectly possible to have population 0 afterwards.
15:57:42 <Samu> but 160 houses with 0 population is intriguing me
15:58:45 <Samu> if (_generating_world && t->cache.population == 0) return false;
15:59:17 <andythenorth> fixed my network :P
15:59:21 <andythenorth> now printing money
16:00:24 <nielsm> nice! just got another GM sound module, a Korg NS5R so now I'm listening to yet another rendition of the TTD music :)
16:03:27 <peter1138> Where do you find these? :(
16:04:07 <nielsm> so yeah now I have both a classic roland synth and a classic korg synth
16:04:08 <Samu> i need to test this some other way
16:04:32 <nielsm> and I've also found an MT-32 compatible module which I'm tempted to get
16:06:12 <peter1138> It's annoying how well they hold their perceived value :(
16:06:33 <andythenorth> do people still obsess about 808s?
16:06:38 * andythenorth is well out of the loop
16:07:36 * andythenorth listening to buffalo stance, the bassline is epic
16:07:54 <andythenorth> even though it's just cheap pop :P
16:07:59 <Samu> gonna store town index there
16:08:07 <peter1138> Samu, haha I did wonder about exactl that.
16:08:47 <andythenorth> planetmaker: this server needs daylength :P
16:10:04 <peter1138> Samu, don't think so, might be fun
16:10:16 <andythenorth> they should build road tunnels
16:10:54 <peter1138> I reported a bug in Swedish Houses. I'm guessing it won't get fixed :p
16:11:39 <planetmaker> well... the code to the set is available. So it's possible to fix it
16:11:51 <Samu> DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)
16:11:55 <Samu> DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE)
16:12:40 <Samu> how to put t->index into that
16:17:03 <Samu> * - p2 = (bit 0- 7) - bridge type (hi bh)
16:17:03 <Samu> * - p2 = (bit 8-13) - rail type or road types.
16:17:03 <Samu> * - p2 = (bit 15-16) - transport type.
16:18:03 <nielsm> 17 will lose the top bit
16:18:28 <nnyby> hey ummm, anyone in change of openttd's wiki? it's on mediawiki 1.19.1. could at least be updated to the latest security patch for this release: 1.19.24
16:19:28 <peter1138> Although the town pool allows 64000 towns, the map generator parameters only allows 5000
16:20:03 <andythenorth> is anyone responsible for the wiki?
16:20:15 * andythenorth thinks probably not
16:20:21 <Samu> there are water bridges :(
16:21:06 <andythenorth> you rattled his cage :P
16:21:29 <Samu> how many rail types are there now?
16:21:33 <planetmaker> you got the smiley wrong, Samu: "there are water bridges \o/"
16:22:16 <peter1138> Hmm, Yeah, road types probably uses more bits there
16:23:20 <nielsm> you should learn those numbers by heart!
16:25:22 <Samu> it can generate 13k already
16:25:24 <peter1138> That's not the limit though, so...
16:29:27 <nielsm> uses up to 24 bits for end tile index
16:29:38 <nielsm> well maybe town index could be split across p1 and p2, 8 bits in each?
16:30:29 <peter1138> Move one of the other parameters to p1.
16:30:46 <peter1138> bridge type 8 bytes
16:31:49 <Samu> what happened to bit 14?
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16:35:17 <nielsm> I don't think anyone really wants to begin packing non-text data into the text parameter
16:35:48 <nielsm> (let's put XML in there!)
16:36:07 <planetmaker> xml packed in json
16:36:48 <planetmaker> similar like you need to put html into c-strings on arduino
16:36:56 <planetmaker> makes for... a lot of fun
16:45:22 <Samu> could 15-16 be moved to 14-15
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16:54:07 <peter1138> Anyway, I don't see why you want to add the town index to a bridge.
16:54:46 <peter1138> If you simply don't build a bridge when the population is 0, then you can avoid having to check bridge owners.
16:54:58 <LordAro> what happened to the new map array? :p
16:59:24 <Samu> what if it needs to build a bridge to build houses?
16:59:43 <peter1138> It'll fail and you'll get a town somewhere else.
17:01:11 <peter1138> It'll build a bridge if it already has houses and population.
17:01:46 <Samu> i dont know... how can u be so sure
17:02:43 <Samu> second item could very well be a bridge
17:03:41 <Samu> 3rd item would be a road piece on the other side of the bridge, 4th item a house
17:04:14 <Samu> with a bridge being created first
17:04:37 <_dp_> Samu, if your town can't build any houses without building a bridge first it's a very sad place to live in and shouldn't be settled anyway :p
17:06:07 <peter1138> It doesn't work like that. It if can't build that bridge, it will keep trying to build houses.
17:06:16 <peter1138> And then once it has a house, it can build the bridge.
17:06:49 <peter1138> However if cannot build a house *at all* then it will not build the bridge. But so what? It's just one random location for a town just like any other.
17:12:23 <nielsm> I kind of want to propose a city expansion algorithm that also depends on the "wealth" of the city, which is sort of a combination of size and growth rate, a city requires a certain wealth to build large bridges, a poor town might never expand across a single tile river, and is more likely to build level crossings, a wealthy city will be more likely to build bridges (and long ones), and will
17:12:23 <nielsm> avoid building level crossings but will instead bridge across player infrastructure
17:16:18 <nielsm> there isn't any "towns may build houses but not roads" mode is there
17:16:32 <planetmaker> there actually is a setting
17:16:37 <planetmaker> which disallows towns to build roads
17:17:42 <planetmaker> [economy] allow_town_roads = true
17:17:57 <planetmaker> allow_town_level_crossings = true
17:25:59 <Eddi|zuHause> i don't think the "disallow level crossing" setting makes towns actually bridge the rails, though
17:26:30 <planetmaker> maybe. it might simply contain them
17:36:27 <nielsm> hmm is there a method to cause trains to prefer one route over another?
17:36:52 <_dp_> GS can have roads disallowed but still build them (bridges) on its own
17:37:05 <nielsm> I'd like trains coming from one direction to prefer one set of tracks at a station over another, but still be allowed to overflow to the second set if the first is full
17:37:10 <planetmaker> nielsm, yes-ish. Or no-ish. Game the PF penalties
17:37:36 <Eddi|zuHause> nielsm: pathfinder penalties might solve that
17:37:47 <planetmaker> add backward path signals. level crossings, bridges
17:37:58 <planetmaker> waypoints, stations
17:38:05 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns https://git.io/fhNmp
17:38:07 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhNmh
17:38:08 <planetmaker> in that order, if memory still serves me
17:38:09 <peter1138> nielsm, yes, but it's a patch. Programmable signals, etc...
17:38:45 <nielsm> backwards path signals seems like it does the trick, thanks
17:38:55 <Samu> switch ((TransportType)(this->type >> 15)) {
17:39:08 <peter1138> Simutrans has explicity "use this platform" oders.
17:39:29 * nielsm did the classic of buildings tunnels below all of a mining industry
17:39:31 <Eddi|zuHause> TF has as well, but sometimes you want more flexibility
17:39:48 <nielsm> maybe industry tiles should have a "disallow tunnels under this tile" flag
17:40:20 <Eddi|zuHause> i vaguely remember that for coal mines, but that might have been in TTDPatch?
17:40:33 <_dp_> nielsm, too much realism :p
17:40:34 <nielsm> in A-Train mining industries do extend below ground
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17:41:48 <planetmaker> nielsm, I don't think such setting is needed. Anyone who doesn't like it, is free to NOT build a tunnel under the industry
17:43:17 <Samu> /* Data type for the bridge.
17:43:17 <Samu> * Bit 16,15 = transport type,
17:43:17 <Samu> * 14..8 = road/rail types,
17:43:17 <Samu> * 7..0 = type of bridge */
17:45:28 <Samu> * - p2 = (bit 0- 7) - bridge type (hi bh)
17:45:28 <Samu> * - p2 = (bit 8-13) - rail type or road types.
17:45:28 <Samu> * - p2 = (bit 15-16) - transport type.
17:45:49 <Eddi|zuHause> planetmaker: how is that an argument?
17:46:46 <peter1138> Actually 13, until NRT is merged.
17:47:46 <peter1138> It's just comment, it doesn't actually affect the code.
17:47:55 <Samu> void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transport_type, byte road_rail_type)
17:50:31 <peter1138> You could keep a local list of bridges that were built, and the remove them. explicitly. And then, again, skip the test.
17:53:43 <Samu> NRT will ruin this patch
17:54:06 <peter1138> It's almost as if maybe only 10% of what we write is actually read.
17:55:42 <Samu> im moving 15-16 to 14-15
17:55:53 <Samu> then 16-31 will be used for t->index
17:56:40 <peter1138> But don't do any of that.
17:56:55 <peter1138> Becuase just not building a bridge when population is 0 is superior.
17:57:06 <peter1138> Because it doesn't require fucking around with the map array.
17:57:11 <peter1138> It doesn't require savegame conversion
17:57:15 <peter1138> It doesn't require a bump
17:58:01 <peter1138> All for one thing that only happens when generating an infeasably large map with an infeasably large amount of towns.
17:58:08 <peter1138> The game does not even let you start with that many towns.
17:58:43 <peter1138> So yes, just don't build a bridge if pop = 0
17:59:02 <peter1138> And that fixes your disconnected towns bug, which is nice.
17:59:20 <Samu> but that's fixing the lazy way :/
17:59:59 <nielsm> it's a perfectly good fix
18:00:21 <planetmaker> it totally is NOT lazy
18:00:36 <nielsm> just leave a comment explaining why building a bridge with zero pop is a problem
18:01:17 <peter1138> Yeah, I'll add that to my PR ;)
18:01:46 <peter1138> I already had it all written, I reverted it as it was a one-liner from Samu's PR.
18:01:55 <peter1138> Who'd've thought it...
18:02:57 <Samu> i just proved that towns can build bridges before houses
18:04:33 <Samu> this town wouldn't exist if it was _generating_world
18:06:41 <Samu> you're not letting it expand with bridge
18:06:56 <Samu> get's stuck in the small island with 0 population
18:07:02 <_dp_> Samu, it's totally fine for such stupid towns not to exist
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18:09:39 <FLHerne> Samu: Towns with 0 population are deleted at generation time, that's why the bug /exists/
18:09:56 <FLHerne> So creating them isn't a problem, they just disappear again
18:11:02 <nielsm> don't cry for the stillborn towns
18:12:07 <_dp_> though checking pop while destroying bridges is a bit of a hack indeed
18:12:18 <_dp_> how about checking ownership of adjacent tiles instead?
18:12:21 <andythenorth> I haven't read any of it
18:12:31 <andythenorth> but it sounds like 'god just make something work please' code
18:13:17 <FLHerne> andythenorth: It seems reasonable to me
18:13:36 <nielsm> don't let zero-pop towns build bridges sounds reasonable yes
18:13:45 <FLHerne> The simplest way to see if building a town somewhere is possible is just to try and build it
18:13:45 <nielsm> who's going to pay for that bridge when nobody lives there?
18:14:35 <_dp_> oh, wait, it's checking when building, nvm then :)
18:14:38 <nielsm> if a town could not grow from its center tile without a bridge, that was a really terrible location for a town
18:16:11 <Samu> towns grow from 0 pop initially
18:16:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
18:16:31 <nielsm> if the town cannot grow at all without a bridge, that town location was really terrible
18:16:47 <nielsm> nobody would start building a town somewhere they couldn't expand it
18:16:54 <nielsm> they would pick somewhere else
18:16:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7282: Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population https://git.io/fhbpT
18:17:33 <Samu> feels like a lazy way to fix for me, but there it is
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18:18:22 <nielsm> it's not about being lazy or not, it's about being robust and not adding unnecessary complexity
18:19:03 <nielsm> while complexity in gameplay can be good, complexity in code is not good, complexity in code makes it more difficult to understand and reason about, and more difficult to fix bugs when they are discovered
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18:21:37 <Samu> i expect stuff going wrong
18:22:02 <Samu> what will happen is probably the town will stay in the island and closes itself in
18:22:47 <Samu> because it was denied to expand with bridge :|
18:23:14 <Samu> so it expand with road, which would let 1 or 2 more houses on the coasts
18:23:31 <Samu> i don't know, but it feels wrong
18:24:43 <nielsm> and a tiny island town happens, and that's PERFECTLY FINE
18:24:52 <frosch123> peter1138: a few eints commits in eints had a \0 in the commit message. no idea how any why. but i edited hgfastexport to remove them
18:25:12 <nielsm> then later during the game, a rich transportation conglomerate comes by and decides to fill in the ocean, and suddenly the town can grow
18:25:34 <Samu> all this because of CalcClosestTown being too cpu heavy
18:26:31 <FLHerne> I don't see how that's relevant at all
18:27:05 <Samu> i'm still inclined in storing town index
18:27:13 <Samu> on tunnelbridge tile type
18:27:14 <nielsm> the issue with zero pop towns is not _caused_ by high cpu usage
18:27:36 <nielsm> it was discovered due to researching the issue
18:29:02 <Samu> the issue with zero pop is that it wants to delete his own bridges
18:29:11 <Samu> which uses CalcClosestTown
18:31:22 <nielsm> you're massively confusing things
18:32:23 <Samu> iterates the whole map looking for bridges that are his
18:32:31 <peter1138> _dp_, we don't check population when deleting bridges.
18:32:39 <peter1138> _dp_, we check population when deleting *towns*
18:32:47 <frosch123> the commit messages looked fine, so i guess the \0 was at the end, but i did not find them with xxd
18:32:47 <peter1138> That is far less of a hack.
18:32:47 <_dp_> peter1138, yeah, I kinda confused things
18:33:29 <peter1138> andythenorth, "On branch variants"
18:33:34 <_dp_> peter1138, though iirc town can be also deleted in se so issue still stands there
18:33:51 <nielsm> in the editor the user is deleting the towns
18:34:11 <nielsm> and can repair the broken towns that had any bridges deleted that were actually theirs and not the deleted town's
18:34:14 <_dp_> peter1138, so adding a bridge ends check may not be that bad of idea
18:34:16 <peter1138> _dp_, the issue is during world gen, where it repeatedly does this and takes a long time.
18:34:42 <peter1138> If the user is manually deleting towns, then it won't be a massive wait.
18:34:57 <_dp_> peter1138, wait, what? how did it turn into performance issue?
18:35:00 <Samu> store town index in bridge tile type, m2 map array whatever you call it
18:35:12 <peter1138> _dp_, remember that voronoi/kd-tree benchmarking yesterday?
18:35:23 <peter1138> _dp_, it's that performance issue.
18:35:41 <peter1138> _dp_, when a town is deleted, it scans the whole map to find town-owned things to delete.
18:35:50 <_dp_> peter1138, whatever, that's so rare it shouldn't be an issue even with FOR_ALL_TOWS
18:36:14 <nielsm> it scans all map tiles and for certain tiles it does a search of the full town array to find the nearest town
18:36:15 <peter1138> When it finds a bridge tile, it uses calcclosesttown to find the bridge owner.
18:36:28 <peter1138> On a 4096^2 map, that is going to take some time.
18:37:00 <peter1138> world gen towns are only deleted automatically if the population is 0
18:37:02 <nielsm> it turns into some O(n^2) badness
18:37:19 <peter1138> therefore, if you don't build a bridge if the population is 0, then you never need to bother checking bridge ownership, because you didn't build it.
18:37:33 <peter1138> as a bonus this check also fixes the disconnecting towns bug!
18:37:54 <Samu> during world generation only, not on scenario editor
18:38:05 <nielsm> alternatively, town bridges become owned by the town with most owned tiles near the begin bridge end
18:38:06 <_dp_> peter1138, well, checking bridge ends will also solve
18:38:15 <_dp_> peter1138, and as a bonus won't disconnect towns in SE
18:38:17 <nielsm> no need to send the building town in the command
18:38:39 <peter1138> _dp_, it's a lot of *faff* to store nearest town on a bridge tile just for that little thing.
18:38:45 <peter1138> If you're in SE, you can rebuild the bridge :)
18:39:04 <nielsm> well, it might change local authority behaviour a bit in some edge cases :P
18:39:06 <_dp_> peter1138, no, I'm not suggesting storing, just check ownership on road tiles on bridge ends
18:39:14 <peter1138> _dp_, yes, I just realised that :-)
18:39:14 <nielsm> whether player can bomb town bridges
18:39:56 <peter1138> That might be worth playing with.
18:40:25 <_dp_> why doesn't it store owner for the bridge though it it does so for roads?
18:40:27 <Samu> on scenario editor, wrong bridges may be demolished too
18:40:40 <peter1138> _dp_, i guess it never really needs it.
18:40:41 <Samu> it results in disconnected towns too
18:40:55 <Samu> demolished by the Delete town command
18:41:56 <_dp_> peter1138, it's kind of weird, bridge is basically a road as well
18:42:05 <peter1138> Well, a road bridge is.
18:42:30 <_dp_> peter1138, ofc, nobody talks rails here :p
18:48:28 <Samu> DoCommand(tile, bridge_tile | TRANSPORT_ROAD << 24, bridge_type | ROADTYPES_ROAD << 8 | t->index << 15
18:51:03 <peter1138> << 16 feels neater.
18:52:54 <peter1138> But you'll need to change every single call to that command, not just this one.
18:54:28 <Samu> ok, tell me where they are
18:54:54 <peter1138> search for CMD_BUILD_BRIDGE in all files.
18:56:19 <nielsm> and make sure you handle it correctly for player owned bridges
18:56:24 <nielsm> they use the same command
18:58:15 <peter1138> So I implemented the adjacency check as _dp_ suggested.
18:58:27 <peter1138> Those are the bridges that would have been incorrectly deleted.
18:58:46 <peter1138> There are no bridges that should've been deleted.
18:59:23 <peter1138> 6 * newgame so far, and... no bridges actually gone.
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19:00:48 <peter1138> If the adjacent tiles are not road, then the bridge will stay there, but that will never happen on worldgen.
19:01:32 <peter1138> Trying a larger map, with 5000 towns.
19:02:09 <Samu> i mean 'High' number of towns
19:02:32 <peter1138> Not a single town to remove. Hm.
19:02:38 <peter1138> Not a single bridge to remove. Hm.
19:02:43 <peter1138> Lots that would've been disconnected
19:04:09 <_dp_> peter1138, how are you checking them? one end owned by removed town and second end not owned by another town?
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19:04:55 <peter1138> Oh, of course it's slow, I'm using the old test to determine if it would've deleted it, hehe.
19:05:02 <peter1138> Stalls at about 10000 for me.
19:05:19 <peter1138> _dp_, if one of either end is owned by this town.
19:06:01 <peter1138> It will, I guess, rarely delete a bridge owned by another town, but it would've been a dangling bridge anyway.
19:06:47 <peter1138> So no disconnected towns that way.
19:07:31 <peter1138> Of course, I've just realised it will already have deleted one end of the bridge.
19:08:09 <peter1138> But okay, without the additional check, no bridges were removed, and it completed map generation already.
19:08:38 <peter1138> _dp_, well, only if the town owned that road.
19:08:52 <peter1138> Okay, so 12800 towns.
19:09:03 <peter1138> 4096x4096 map, high water level.
19:09:14 <peter1138> Not a single bridge was removed from a 0-pop town.
19:10:43 <peter1138> _dp_, so we only need to check the tile which is > that the bridge tile.
19:10:57 <peter1138> Deleting bridge at 536x2105 based on ownership of 535x2105 (town 536x2103)
19:11:12 <peter1138> 4096x4096, TGP mountainous map.
19:11:52 <Samu> can GUI build bridges as owner_town?
19:12:07 <peter1138> Maybe I should count how many towns started with a bridge at 0-pop?
19:12:30 <_dp_> peter1138, what if it's a hanging bridge so > tile is empty and < tile was already cleared?
19:13:35 <peter1138> We could scan the map twice?
19:13:52 <_dp_> peter1138, we sure could
19:13:55 <peter1138> Ok, lots of towns build a bridge with 0-pop
19:14:41 <peter1138> If we delete a road, check adjacent tiles for bridges.
19:15:12 <peter1138> 133 towns built a bridge with 0-pop and survived
19:15:19 <_dp_> peter1138, actually, just check if either end belongs to other town
19:15:37 <_dp_> peter1138, it won't be cleared if it does and bridges with both empty ends need to be deleted anyway
19:15:48 <Samu> if (company == OWNER_DEITY) {
19:15:48 <Samu> if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
19:15:48 <Samu> const Town *town = CalcClosestTownFromTile(tile_start);
19:15:53 <peter1138> _dp_, unless it's a scenario placed bridge.
19:17:21 <Samu> GS's want to build bridges as OWNER_TOWN
19:17:31 <Samu> but it doesn't have the town-index
19:17:53 <peter1138> You're out of luck then.
19:18:04 <_dp_> peter1138, && _generating_world xD
19:18:19 <_dp_> peter1138, for both empty case
19:20:29 <peter1138> When manually deleting a town, it'll be a DoCommandP
19:20:40 <peter1138> So it'll do test first, then with DC_EXEC
19:21:06 <peter1138> because the test doesn't delete the end tiles yet, the bridge owner test may end up different.
19:21:12 <peter1138> I don't think this happens on world-gen though.
19:23:46 <peter1138> Scanning 4096^2 tiles twice.
19:23:51 <peter1138> I hope that's not too slow :(
19:24:16 <peter1138> Better than CalcClosestTown, I suppose.
19:24:39 <peter1138> Hmm, build 12500 towns without stalling.
19:25:08 <peter1138> I wish I'd written down the seed of that map with the deletion :)
19:33:19 <Samu> 3>d:\openttd\openttd github\openttd\src\cmd_helper.h(29): note: see declaration of 'EnumPropsT<T>'
19:33:36 <Samu> TownID tid = Extract<TownID, 16, 16>(p2);
19:53:46 <andythenorth> just me on the coop server?
19:56:22 <nielsm> I played a bit earlier
20:00:18 <peter1138> Hmm, we could just merge kd-tree and then the calcclosests is fast enough to not care ;)
20:01:15 <nielsm> also now I'm playing music on two midi synths simultaneously!
20:01:57 * andythenorth just destroys rivers
20:09:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhNsa
20:26:06 <peter1138> Not the rivers I'm using, I hope.
20:28:57 <peter1138> Oh, commit title :/
20:38:45 <peter1138> 1m23 for the patch...
20:38:47 <peter1138> master still running.
20:41:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhNGe
20:41:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhNsa
20:42:22 <peter1138> Not quite as bad a Samu's timings, but still an improvement.
20:44:09 <Beerbelott> planetmaker: Thanks for your answer from... 3PM :\
20:44:38 <Beerbelott> Well let's say I'm introducing a new type of game load
20:44:54 <Beerbelott> I'd like to make it a console command and a command-line switch option
20:45:10 <Beerbelott> Would having 1 commit for each part of the same PR reasonable?
20:45:18 <Beerbelott> they are 2 parts of a same feature
20:45:39 <Eddi|zuHause> sounds like 1 PR with 2 commits
20:45:40 <planetmaker> that sounds like the same thing and two commits in one PR
20:54:13 <Beerbelott> Hmm got a q° on command-line switches
20:54:14 <Beerbelott> case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_S CENARIO : SM_EDITOR); break;
20:54:32 <Beerbelott> case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
20:54:55 <Beerbelott> LOAD_SCENARION starts a game based on a scenario
20:55:07 <Beerbelott> so combining -e & -g would load a game w/ a scenario
20:55:31 <planetmaker> öh... just -g would load a savegame, I think
20:55:36 <nielsm> -g -e would start the scenario editor I think?
20:55:58 <planetmaker> and ^^. But... I'd need to test to be sure
20:56:00 <Beerbelott> However, help says '-e = Start Editor'
20:56:50 <Beerbelott> bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
20:56:50 <Beerbelott> _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
20:57:16 <Beerbelott> that's the one stting LOAD_GAME or LOAD_EDITOR, no other switch is doing that
20:57:47 <Beerbelott> I wonder what actuall SM_LOAD_SCENARIO does compared to SM_EDITOR
20:57:56 <Beerbelott> is it a 'normal' game w/ scenario or the editor?
20:57:58 <planetmaker> maybe it's a bug that -e doesn't do what it should?
21:00:03 <Eddi|zuHause> Beerbelott: maybe one starts the scenario editor with an empty game, and the other starts the scenario editor by loading a scenario, or maybe it starts a game based on a scenario?
21:00:32 <Beerbelott> Well it seems command-line switches need digging...
21:00:46 <Beerbelott> Scrap the 2-commit PR, I'll ship a single one ;)
21:01:01 <Beerbelott> I hope my poor developing skills won't get trashed too much :p
21:01:25 <Beerbelott> (in testing, stuff was doing what it was expecting to do, though...)
21:02:16 <planetmaker> ok, it's simple: -e starts the editor. -g loads the given save / scenario
21:02:24 <planetmaker> -e w/o -g loads an empty map
21:02:49 <planetmaker> -e -g filename starts filename in editor
21:02:56 <planetmaker> -g filename starts filename for playing
21:03:26 <planetmaker> just as it should
21:07:13 <planetmaker> Beerbelott, so what are you working on?
21:08:36 <Samu> who would have thought i would have most trouble in the gui
21:10:43 <peter1138> Who would've thought, after I said it was way too much faff...
21:11:33 <peter1138> Hmm, hope this chicken is okay, it was a bit freezer-burned.
21:11:53 <planetmaker> it won't kill you. Just your sense of taste ;)
21:12:21 <peter1138> It'll be fine, it's been cooked with a chopped tomatoes, onions & garlic, and a splash of white wine.
21:12:50 <peter1138> I figured grilling it (my defacto lazy cooking method) would make it even dryer...
21:15:06 <peter1138> Well, yeah, 4096x4096 maps with High towns are now created in a reasonable amount of time.
21:15:36 <peter1138> Not that I'd ever play on such a map.
21:16:03 <glx> hmm why not add town index in bridge m2 ?
21:16:36 <peter1138> Because it's a lot of faff for something that only matters during world generation.
21:16:41 <peter1138> As Samu is finding out.
21:16:46 <glx> it's free and that would be similar to roads
21:17:55 <peter1138> You need to change quite a lot to get the correct town.
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21:22:46 <nielsm> how about using the "nearby roads" algorithm inside the command instead of passing the owning town?
21:22:53 <peter1138> You can look it up with CalcClosestTown, of course, but then that suffers from being shit :p
21:23:02 <peter1138> nielsm, yeah, I was wondering about that.
21:23:10 <nielsm> basically whatever road looks like it connects on the beginning end
21:23:53 <peter1138> We could directly set the town afterwards, but that would only work in worldgen.
21:26:44 <peter1138> 2155, that's an oldie.
21:28:37 <Beerbelott> TrueBrain told me issues were not meant to get past a year :p
21:28:42 <peter1138> nielsm, if we had some kind of kd tree we could use that ...
21:28:54 <peter1138> Ideally there'd be no bugs, of course.
21:29:10 <Beerbelott> and yeah I'm hosting a private game for friends based on a heightmap and it's frustating having to 1st generate a game locally and export the savegame on the server
21:29:40 <Beerbelott> so 1st part is implementing a command, 2nd will be to play w/ command line switche
21:31:18 <glx> I think you don't even need to had a new switch Beerbelott
21:32:25 <planetmaker> you mean eat it when supplied via the -g switch?
21:32:56 <glx> yes like scenarios and savegames
21:33:18 <glx> I think it's done in a similar way in GUI
21:35:49 <planetmaker> new game, load game, play scenario, play heightmap, SE, MP
21:39:10 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe opened pull request #7285: Add newheightmapgame command (addresses #2155) https://git.io/fhNZJ
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21:39:54 <LordAro> commit checker will fail, for one
21:39:59 <Beerbelott> glx: Nope, load a heightmap has different type than normal games
21:40:07 <LordAro> indentation is all over the place
21:40:24 <LordAro> and more importantly, not tabs
21:40:53 <peter1138> A mix of tabs and spaces, nice.
21:41:27 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe closed pull request #7285: Add newheightmapgame command (addresses #2155) https://git.io/fhNZJ
21:41:42 <LordAro> Beerbelott: force push, rather than lots of pull requests, please
21:41:46 <planetmaker> you don't need to close it. Just update it
21:41:59 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe reopened pull request #7285: Add newheightmapgame command (addresses #2155) https://git.io/fhNZJ
21:42:15 <Beerbelott> LordAro: I spot one indentation problem
21:42:19 <planetmaker> but there was an issue with... deleting a branch or so... dunno
21:42:24 <glx> using SM_START_HEIGHTMAP should work I think, it's a switch mode like SM_LOAD_GAME and SM_LOAD_SCENARIO
21:42:30 <Beerbelott> and yes I work expanding tabs into spaces, did not notice source code was using tabs
21:42:34 <peter1138> There's a loat of indentation.
21:43:16 <planetmaker> Beerbelott, some (and most good) code editors show tab / space differently; at least when configured to do so
21:43:36 <LordAro> there is an .editorconfig file, i'd recommend finding a way to make your editor use it
21:44:35 <peter1138> ~ 1 hour or so to prepare that meal.
21:44:40 <peter1138> And about 5 minutes to eat it :p
21:45:13 <LordAro> peter1138: this is why most of my meals consist of "stick on baking tray for 20 minutes"
21:46:46 <Eddi|zuHause> yeah, the relation of work and enjoyment doesn't quite match :p
21:48:41 <glx> hmm looking at the code it seems even loading a scenario from command line is failing
21:48:47 <peter1138> It was risotto rice, so many just keep topping it up with liquid.
21:49:04 <peter1138> The rest of it was just simmering :D
21:51:33 <Beerbelott> How can I update the PR with indentation-cleaned files?
21:53:11 <Eddi|zuHause> commit --amend or rebase -i, and then push -f
21:53:12 <Beerbelott> Is adding a commit to the branch I used for the PR enough, as per GitHub docs?
21:53:25 <nielsm> rebase/squash your fixes in and force push the modified history
21:53:49 <Eddi|zuHause> yes, just commit to the branch and push, it will update the associated PR automatically
21:53:55 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7285: Add newheightmapgame command (addresses #2155) https://git.io/fhNZJ
21:54:40 <Eddi|zuHause> you should probably squash that commit
21:55:15 <peter1138> Yeah, we prefer nice tidy changes over every single little bit of history.
21:55:45 <Eddi|zuHause> yeah, like "rebase -i master", and merge the two commits into one
21:56:38 <Beerbelott> if I go back in history and redo the 1st commit and delete/recreate the branch, will that work for the PR?
21:56:55 <peter1138> We do it all the time.
21:56:58 <nielsm> don't delete the branch
21:57:16 <nielsm> git rebase the changes into the branch
21:57:22 <nielsm> then push --force the branch
21:57:37 <nielsm> github knows to deal with force pushes to PR brances
21:57:39 <peter1138> force is not evil like the docs lead you to believe.
21:57:59 <peter1138> It is bad form if you have multiple people collaborating on a single branch, but personally I think that is bad form.
21:58:04 <peter1138> PRs everywhere for me.
21:58:06 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe closed pull request #7285: Add newheightmapgame command (addresses #2155) https://git.io/fhNZJ
21:58:36 <peter1138> We need a new guide for new contributors.
21:58:40 <Eddi|zuHause> what are you closing the PR for?
21:58:47 <peter1138> Eddi|zuHause, probably deleted the branch.
21:59:07 <Beerbelott> peter1138: Well deleting the branch was a bad move
21:59:32 <peter1138> I answered what Eddi|zuHause wrote :/
21:59:35 <Beerbelott> Well you don't need yet another guide, I'm just not proficient at git
21:59:49 <peter1138> We don't need the guide. You might do ;)
22:00:01 <peter1138> We can't expect everyone to know what we prefer.
22:00:19 <Beerbelott> Well new PR is in order? ;)
22:00:21 <Eddi|zuHause> "how to PR with git for noobs"
22:00:42 <Eddi|zuHause> Beerbelott: you can go back to the deleted branch in your local repo
22:01:32 <Beerbelott> Eddi|zuHause: Nope I edited history to push a clean branch
22:05:17 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe opened pull request #7286: Add newheightmapgame command (addresses #2155) https://git.io/fhNZl
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22:12:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7287: Change: Allow vehicle group names to be non-unique. https://git.io/fhNZo
22:20:43 <Eddi|zuHause> uhm... these dudes built a tourist center directly on top of the river mouth
22:22:32 <planetmaker> whatever-we-like springs :)
22:22:56 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add newheightmapgame command (addresses #2155) https://git.io/fhNZl
22:23:48 <Beerbelott> peter1138: Did my 1st rebase w/ squashing & force-push :)
22:24:29 <Beerbelott> however that made the comment w/ suggestion made to me disappear...
22:24:31 <planetmaker> Beerbelott, I added a few comments to your branch in your repo...
22:25:18 <Beerbelott> peter1138: Ow that was u? I renamed the variable
22:25:24 <Beerbelott> but the force-push strip the comment
22:27:58 <planetmaker> you have mine or not?
22:28:42 <Beerbelott> was it about the 'answer' variable?
22:29:07 <planetmaker> among others: yes
22:29:16 <Beerbelott> oh damn I saw only that one
22:30:09 <Beerbelott> I guess I should have waited before squashing then
22:30:17 <Beerbelott> Nope did not get them
22:30:30 <Beerbelott> better to keep commits seperated for now, right.
22:30:50 <planetmaker> I should have commented on the PR. It keeps that. iirc
22:30:51 <peter1138> They were comments on the branch rather than the PR.
22:30:56 <peter1138> We don't normally do that.
22:32:01 <Beerbelott> planetmaker: Would you be so kind to place them back?
22:33:48 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker requested changes for pull request #7286: Add newheightmapgame command (addresses #2155) https://git.io/fhNnT
22:34:51 <planetmaker> nothing of that is a biggie
22:40:54 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhNn3
22:41:44 <Beerbelott> planetmaker: Will force-pushing a rebased commit make those comments persistent, this time?
22:43:41 <andythenorth> removed Bulk Terminal, moved the cargos to Port, should increase the playability by only having one harbour-type industry
22:46:23 <Eddi|zuHause> 3 output cargos... how blasphemic
22:46:40 <Eddi|zuHause> you got a chemicals->goods->chemicals loop?
22:47:13 <andythenorth> turns out loops are fine
22:47:26 <andythenorth> there was some fear of them for years
22:47:30 <nielsm> the production increase isn't like in the base game with FIRS
22:47:37 <nielsm> since all industries have fixed production rate
22:47:39 <andythenorth> industries make cargo, cargo is transported
22:47:42 <nielsm> with a fixed increased rate
22:48:12 <planetmaker> indeed. That's the key why it works. And which makes for a completely different experience
22:48:18 <nielsm> it's not like the bank in TTO where it produces valuables at a fixed rate, and delivering valuables produces more valuables 1:1
22:48:28 <nielsm> so it's self-amplifying
22:48:55 <andythenorth> ouch the industry probabilities should really be tuned per economy
22:48:58 <Beerbelott> Well, it's better to keep them in the PR actually
22:49:14 <planetmaker> yep. And I learned something about git/hub, too
22:49:17 <Eddi|zuHause> andythenorth: just another layer of templates? :p
22:49:38 <andythenorth> I can already tune them manually, but that seems dull :P
22:49:41 <Beerbelott> I made the requested changes. SHall I let your resolve conversations?
22:49:42 <Eddi|zuHause> have switched to a new templating engine this month yet?
22:49:53 <peter1138> Hmm, should I have some more wine?
22:50:10 <andythenorth> I'm famously stuck on the same templating engine for 15 years
22:50:19 <andythenorth> I see no reason to switch so far :P
22:50:24 <andythenorth> unless I change to m4nfo
22:51:58 <andythenorth> where's snail? :P
22:52:05 * andythenorth wonders if m4nfo is very very fast
22:52:06 <planetmaker> Beerbelott, I wonder though what the commit checker complained about
22:52:50 <andythenorth> anyone here familiar with m4?
22:54:34 <andythenorth> seems I have it installed
22:55:03 <Eddi|zuHause> planetmaker: well, the commit message, obviously
22:55:37 <planetmaker> the obvious is obvious, Eddi|zuHause ;)
22:55:55 <planetmaker> Add (#2155): bla?
22:56:04 <Eddi|zuHause> Beerbelott: you need to commit --amend or rebase -i to change the commit message, not just the PR title
22:56:25 <andythenorth> maybe it's time to try partial nml compiles again?
22:56:31 <Beerbelott> Eddi|zuHause: Wilco.
22:56:32 <andythenorth> they failed before on strings
22:56:55 <Beerbelott> planetmaker: Oh btw I found emails about your earlier comments. Should have check there too...
22:58:01 <planetmaker> :) mysterious are the paths of github
22:58:29 <planetmaker> but I'm too tired to see what's wrong with the commit message
22:58:56 <peter1138> "Add newheightmapgame command"
22:59:02 <peter1138> PR title != commit message.
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22:59:28 <andythenorth> then linking the nfo, add some boilerplate back on, and run grfcodec
22:59:56 <andythenorth> or is there a way to just stuff 256 grfs into a tar, and have OpenTTD read it?
22:59:58 <Eddi|zuHause> andythenorth: that's basically what i do
23:00:08 <Beerbelott> Eddi|zuHause: done
23:00:11 <andythenorth> Eddi|zuHause I nearly had it working a few years ago :P
23:00:20 <andythenorth> I ran into string ID problems
23:00:35 <andythenorth> it started to look like TMWFTLB and very fragile
23:01:02 <andythenorth> do you mean practically, or legally?
23:01:06 <Eddi|zuHause> andythenorth: i have a dummy switch that just references all strings and switches that need to have the same number everywhere
23:03:28 <Eddi|zuHause> maybe "newgame_heightmap" is a better idea?
23:04:50 <Beerbelott> Haven't put any though in that kind of thing, I just got all the names from original patch
23:05:14 <Beerbelott> Naming isn't my forte anyway
23:05:40 <Beerbelott> waow those Win builds are slow
23:05:53 <Beerbelott> I'm glad I tested a client in VirtualBox
23:07:27 <milek7> hm, it requires sse4.1
23:11:34 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
23:12:52 <andythenorth> FIRS junk yards are annoying :P
23:13:34 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7287: Change: Allow vehicle group names to be non-unique. https://git.io/fhNct
23:15:51 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhNcm
23:15:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhNcY
23:18:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7287: Change: Allow vehicle group names to be non-unique. https://git.io/fhNc3
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23:19:35 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhNcs
23:29:21 <peter1138> Yes it exists, but it means set to 0 when no town is applicable, i.e. not a town-owned road.
23:29:45 <Samu> shouldn't it be INVALID_TOWN?
23:29:57 <peter1138> It specifies 0, so no.
23:30:15 <Samu> but 0 can be a valid town
23:30:31 <peter1138> 0 is valid for a town.
23:31:04 <peter1138> It's not checking that it's a valid town.
23:31:28 <peter1138> When the command is executed as a normal company, p2 must be zero.
23:31:41 <peter1138> When the command is executed as a town, p2 must be the town index.
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23:33:36 <Samu> (company == OWNER_DEITY && p2 != 0)
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23:34:17 <peter1138> When the command is executed by a gamescript, p2 must be zero.
23:35:21 <Samu> must do similar to bridge
23:35:29 <peter1138> I don't think that's necessary.
23:36:02 <Samu> bridge upgrade is maybe a problem
23:36:34 <peter1138> Towns don't upgrade bridges.
23:36:46 <Samu> but companies can upgrade town bridges
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23:37:56 <peter1138> If you know you are upgrading a bridge, you can just not change the town index.
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23:53:09 <peter1138> I need to make a test newgrf :/
23:54:09 <Beerbelott> peter1138: Right, in OpenTTD project folder, I configured vim not to expand tabs & make them visible while editing. I hpefully won't mess w/ that later on :)
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